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action.py
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action.py
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# Copyright (c) 2016-2017 Anki, Inc.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License in the file LICENSE.txt or at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
'''
Actions encapsulate specific high-level tasks that the Cozmo robot can perform.
They have a definite beginning and end.
These tasks include picking up an object, rotating in place, saying text, etc.
Actions are usually triggered by a call to a method on the
:class:`cozmo.robot.Robot` class such as :meth:`~cozmo.robot.Robot.turn_in_place`
The call will return an object that subclasses :class:`Action` that can be
used to cancel the action, or be observed to wait or be notified when the
action completes (or fails) by calling its
:meth:`~cozmo.event.Dispatcher.wait_for` or
:meth:`~cozmo.event.Dispatcher.add_event_handler` methods.
Warning:
Unless you pass ``in_parallel=True`` when starting the action, no other
action can be active at the same time. Attempting to trigger a non-parallel
action when another action is already in progress will result in a
:class:`~cozmo.exceptions.RobotBusy` exception being raised.
When using ``in_parallel=True`` you may see an action fail with the result
:attr:`ActionResults.TRACKS_LOCKED` - this indicates that another in-progress
action has already locked that movement track (e.g. two actions cannot
move the head at the same time).
'''
# __all__ should order by constants, event classes, other classes, functions.
__all__ = ['ACTION_IDLE', 'ACTION_RUNNING', 'ACTION_SUCCEEDED',
'ACTION_FAILED', 'ACTION_ABORTING',
'EvtActionStarted', 'EvtActionCompleted', 'Action', 'ActionResults']
from collections import namedtuple
import sys
from logger import *
import event
from exceptions import *
from _clad import _clad_to_engine_iface, _clad_to_engine_cozmo, _clad_to_game_cozmo, CladEnumWrapper
#: string: Action idle state
ACTION_IDLE = 'action_idle'
#: string: Action running state
ACTION_RUNNING = 'action_running'
#: string: Action succeeded state
ACTION_SUCCEEDED = 'action_succeeded'
#: string: Action failed state
ACTION_FAILED = 'action_failed'
#: string: Action failed state
ACTION_ABORTING = 'action_aborting'
_VALID_STATES = {ACTION_IDLE, ACTION_RUNNING, ACTION_SUCCEEDED, ACTION_FAILED, ACTION_ABORTING}
class _ActionResult(namedtuple('_ActionResult', 'name id')):
# Tuple mapping between CLAD ActionResult name and ID
# All instances will be members of ActionResults
# Keep _ActionResult as lightweight as a normal namedtuple
__slots__ = ()
def __str__(self):
return 'ActionResults.%s' % self.name
class ActionResults(CladEnumWrapper):
"""The possible result values for an Action.
An Action's result is set when the action completes.
"""
_clad_enum = _clad_to_game_cozmo.ActionResult
_entry_type = _ActionResult
#: Action completed successfully.
SUCCESS = _ActionResult("SUCCESS", _clad_enum.SUCCESS)
#: Action is still running.
RUNNING = _ActionResult("RUNNING", _clad_enum.RUNNING)
#: Action was cancelled (e.g. via :meth:`~cozmo.robot.Robot.abort_all_actions` or
#: :meth:`Action.abort`).
CANCELLED_WHILE_RUNNING = _ActionResult("CANCELLED_WHILE_RUNNING", _clad_enum.CANCELLED_WHILE_RUNNING)
#: Action aborted itself (e.g. had invalid attributes, or a runtime failure).
ABORT = _ActionResult("ABORT", _clad_enum.ABORT)
#: Animation Action aborted itself (e.g. there was an error playing the animation).
ANIM_ABORTED = _ActionResult("ANIM_ABORTED", _clad_enum.ANIM_ABORTED)
#: There was an error related to vision markers.
BAD_MARKER = _ActionResult("BAD_MARKER", _clad_enum.BAD_MARKER)
# (Undocumented) There was a problem related to a subscribed or unsupported message tag (indicates bug in engine)
BAD_MESSAGE_TAG = _ActionResult("BAD_MESSAGE_TAG", _clad_enum.BAD_MESSAGE_TAG)
#: There was a problem with the Object ID provided (e.g. there is no Object with that ID).
BAD_OBJECT = _ActionResult("BAD_OBJECT", _clad_enum.BAD_OBJECT)
#: There was a problem with the Pose provided.
BAD_POSE = _ActionResult("BAD_POSE", _clad_enum.BAD_POSE)
# (Undocumented) The SDK-provided tag was bad (shouldn't occur - would indicate a bug in the SDK)
BAD_TAG = _ActionResult("BAD_TAG", _clad_enum.BAD_TAG)
# (Undocumented) Shouldn't occur outside of factory
FAILED_SETTING_CALIBRATION = _ActionResult("FAILED_SETTING_CALIBRATION", _clad_enum.FAILED_SETTING_CALIBRATION)
#: There was an error following the planned path.
FOLLOWING_PATH_BUT_NOT_TRAVERSING = _ActionResult("FOLLOWING_PATH_BUT_NOT_TRAVERSING", _clad_enum.FOLLOWING_PATH_BUT_NOT_TRAVERSING)
#: The action was interrupted by another Action or Behavior.
INTERRUPTED = _ActionResult("INTERRUPTED", _clad_enum.INTERRUPTED)
#: The robot ended up in an "off treads state" not valid for this action (e.g.
#: the robot was placed on its back while executing a turn)
INVALID_OFF_TREADS_STATE = _ActionResult("INVALID_OFF_TREADS_STATE",
_clad_to_game_cozmo.ActionResult.INVALID_OFF_TREADS_STATE)
#: The Up Axis of a carried object doesn't match the desired placement pose.
MISMATCHED_UP_AXIS = _ActionResult("MISMATCHED_UP_AXIS", _clad_enum.MISMATCHED_UP_AXIS)
#: No valid Animation name was found.
NO_ANIM_NAME = _ActionResult("NO_ANIM_NAME", _clad_enum.NO_ANIM_NAME)
#: An invalid distance value was given.
NO_DISTANCE_SET = _ActionResult("NO_DISTANCE_SET", _clad_enum.NO_DISTANCE_SET)
#: There was a problem with the Face ID (e.g. Cozmo doesn't no where it is).
NO_FACE = _ActionResult("NO_FACE", _clad_enum.NO_FACE)
#: No goal pose was set.
NO_GOAL_SET = _ActionResult("NO_GOAL_SET", _clad_enum.NO_GOAL_SET)
#: No pre-action poses were found (e.g. could not get into position).
NO_PREACTION_POSES = _ActionResult("NO_PREACTION_POSES", _clad_enum.NO_PREACTION_POSES)
#: No object is being carried, but the action requires one.
NOT_CARRYING_OBJECT_ABORT = _ActionResult("NOT_CARRYING_OBJECT_ABORT", _clad_enum.NOT_CARRYING_OBJECT_ABORT)
#: Initial state of an Action to indicate it has not yet started.
NOT_STARTED = _ActionResult("NOT_STARTED", _clad_enum.NOT_STARTED)
#: No sub-action was provided.
NULL_SUBACTION = _ActionResult("NULL_SUBACTION", _clad_enum.NULL_SUBACTION)
#: Cozmo was unable to plan a path.
PATH_PLANNING_FAILED_ABORT = _ActionResult("PATH_PLANNING_FAILED_ABORT", _clad_enum.PATH_PLANNING_FAILED_ABORT)
#: The object that Cozmo is attempting to pickup is unexpectedly moving (e.g
#: it is being moved by someone else).
PICKUP_OBJECT_UNEXPECTEDLY_MOVING = _ActionResult("PICKUP_OBJECT_UNEXPECTEDLY_MOVING", _clad_enum.PICKUP_OBJECT_UNEXPECTEDLY_MOVING)
#: The object that Cozmo thought he was lifting didn't start moving, so he
#: must have missed.
PICKUP_OBJECT_UNEXPECTEDLY_NOT_MOVING = _ActionResult("PICKUP_OBJECT_UNEXPECTEDLY_NOT_MOVING", _clad_enum.PICKUP_OBJECT_UNEXPECTEDLY_NOT_MOVING)
# (Undocumented) Shouldn't occur in SDK usage
SEND_MESSAGE_TO_ROBOT_FAILED = _ActionResult("SEND_MESSAGE_TO_ROBOT_FAILED", _clad_enum.SEND_MESSAGE_TO_ROBOT_FAILED)
#: Cozmo is unexpectedly still carrying an object.
STILL_CARRYING_OBJECT = _ActionResult("STILL_CARRYING_OBJECT", _clad_enum.STILL_CARRYING_OBJECT)
#: The Action timed out before completing correctly.
TIMEOUT = _ActionResult("TIMEOUT", _clad_enum.TIMEOUT)
#: One or more animation tracks (Head, Lift, Body, Face, Backpack Lights, Audio)
#: are already being used by another Action.
TRACKS_LOCKED = _ActionResult("TRACKS_LOCKED", _clad_enum.TRACKS_LOCKED)
#: There was an internal error related to an unexpected type of dock action.
UNEXPECTED_DOCK_ACTION = _ActionResult("UNEXPECTED_DOCK_ACTION", _clad_enum.UNEXPECTED_DOCK_ACTION)
# (Undocumented) Shouldn't occur outside of factory.
UNKNOWN_TOOL_CODE = _ActionResult("UNKNOWN_TOOL_CODE", _clad_enum.UNKNOWN_TOOL_CODE)
# (Undocumented) There was a problem in the subclass's update.
UPDATE_DERIVED_FAILED = _ActionResult("UPDATE_DERIVED_FAILED", _clad_enum.UPDATE_DERIVED_FAILED)
#: Cozmo did not see the expected result (e.g. unable to see cubes in their
#: expected position after a related action).
VISUAL_OBSERVATION_FAILED = _ActionResult("VISUAL_OBSERVATION_FAILED", _clad_enum.VISUAL_OBSERVATION_FAILED)
#: The Action failed, but may succeed if retried.
RETRY = _ActionResult("RETRY", _clad_enum.RETRY)
#: Failed to get into position.
DID_NOT_REACH_PREACTION_POSE = _ActionResult("DID_NOT_REACH_PREACTION_POSE", _clad_enum.DID_NOT_REACH_PREACTION_POSE)
#: Failed to follow the planned path.
FAILED_TRAVERSING_PATH = _ActionResult("FAILED_TRAVERSING_PATH", _clad_enum.FAILED_TRAVERSING_PATH)
#: The previous attempt to pick and place an object failed.
LAST_PICK_AND_PLACE_FAILED = _ActionResult("LAST_PICK_AND_PLACE_FAILED", _clad_enum.LAST_PICK_AND_PLACE_FAILED)
#: The required motor isn't moving so the action cannot complete.
MOTOR_STOPPED_MAKING_PROGRESS = _ActionResult("MOTOR_STOPPED_MAKING_PROGRESS", _clad_enum.MOTOR_STOPPED_MAKING_PROGRESS)
#: Not carrying an object when it was expected, but may succeed if the action is retried.
NOT_CARRYING_OBJECT_RETRY = _ActionResult("NOT_CARRYING_OBJECT_RETRY", _clad_enum.NOT_CARRYING_OBJECT_RETRY)
#: Cozmo is expected to be on the charger, but is not.
NOT_ON_CHARGER = _ActionResult("NOT_ON_CHARGER", _clad_enum.NOT_ON_CHARGER)
#: Cozmo was unable to plan a path, but may succeed if the action is retried.
PATH_PLANNING_FAILED_RETRY = _ActionResult("PATH_PLANNING_FAILED_RETRY", _clad_enum.PATH_PLANNING_FAILED_RETRY)
#: There is no room to place the object at the desired destination.
PLACEMENT_GOAL_NOT_FREE = _ActionResult("PLACEMENT_GOAL_NOT_FREE", _clad_enum.PLACEMENT_GOAL_NOT_FREE)
#: Cozmo failed to drive off the charger.
STILL_ON_CHARGER = _ActionResult("STILL_ON_CHARGER", _clad_enum.STILL_ON_CHARGER)
#: Cozmo's pitch is at an unexpected angle for the Action.
UNEXPECTED_PITCH_ANGLE = _ActionResult("UNEXPECTED_PITCH_ANGLE", _clad_enum.UNEXPECTED_PITCH_ANGLE)
ActionResults._init_class()
class EvtActionStarted(event.Event):
'''Triggered when a robot starts an action.'''
action = "The action that started"
class EvtActionCompleted(event.Event):
'''Triggered when a robot action has completed or failed.'''
action = "The action that completed"
state = 'The state of the action; either cozmo.action.ACTION_SUCCEEDED or cozmo.action.ACTION_FAILED'
failure_code = 'A failure code such as "cancelled"'
failure_reason = 'A human-readable failure reason'
class Action(event.Dispatcher):
"""An action holds the state of an in-progress robot action
"""
# We allow sub-classes of Action to optionally disable logging messages
# related to those actions being aborted - this is useful for actions
# that are aborted frequently (by design) and would otherwise spam the log
_enable_abort_logging = True
def __init__(self, *, conn, robot, **kw):
super().__init__(**kw)
#: :class:`~cozmo.conn.CozmoConnection`: The connection on which the action was sent.
self.conn = conn
#: :class:`~cozmo.robot.Robot`: Th robot instance executing the action.
self.robot = robot
self._action_id = None
self._state = ACTION_IDLE
self._failure_code = None
self._failure_reason = None
self._result = None
self._completed_event = None
self._completed_event_pending = False
def __repr__(self):
extra = self._repr_values()
if len(extra) > 0:
extra = ' '+extra
if self._state == ACTION_FAILED:
extra += (" failure_reason='%s' failure_code=%s result=%s" %
(self._failure_reason, self._failure_code, self.result))
return '<%s state=%s%s>' % (self.__class__.__name__, self.state, extra)
def _repr_values(self):
return ''
def _encode(self):
raise NotImplementedError()
def _start(self):
self._state = ACTION_RUNNING
self.dispatch_event(EvtActionStarted, action=self)
def _set_completed(self, msg):
self._state = ACTION_SUCCEEDED
self._completed_event_pending = False
self._dispatch_completed_event(msg)
def _dispatch_completed_event(self, msg):
# Override to extra action-specific data from msg and generate
# an action-specific completion event. Do not call super if overriden.
# Must generate a subclass of EvtActionCompleted.
self._completed_event = EvtActionCompleted(action=self, state=self._state)
self.dispatch_event(self._completed_event)
def _set_failed(self, code, reason):
self._state = ACTION_FAILED
self._failure_code = code
self._failure_reason = reason
self._completed_event_pending = False
self._completed_event = EvtActionCompleted(action=self, state=self._state,
failure_code=code,
failure_reason=reason)
self.dispatch_event(self._completed_event)
def _set_aborting(self, log_abort_messages):
if not self.is_running:
raise ValueError("Action isn't currently running")
if self._enable_abort_logging and log_abort_messages:
logger.info('Aborting action=%s', self)
self._state = ACTION_ABORTING
#### Properties ####
@property
def is_running(self):
'''bool: True if the action is currently in progress.'''
return self._state == ACTION_RUNNING
@property
def is_completed(self):
'''bool: True if the action has completed (either succeeded or failed).'''
return self._state in (ACTION_SUCCEEDED, ACTION_FAILED)
@property
def is_aborting(self):
'''bool: True if the action is aborting (will soon be either succeeded or failed).'''
return self._state == ACTION_ABORTING
@property
def has_succeeded(self):
'''bool: True if the action has succeeded.'''
return self._state == ACTION_SUCCEEDED
@property
def has_failed(self):
'''bool: True if the action has failed.'''
return self._state == ACTION_FAILED
@property
def failure_reason(self):
'''tuple of (failure_code, failure_reason): Both values will be None if no failure has occurred.'''
return (self._failure_code, self._failure_reason)
@property
def result(self):
"""An attribute of :class:`ActionResults`: The result of running the action."""
return self._result
@property
def state(self):
'''string: The current internal state of the action as a string.
Will match one of the constants:
:const:`ACTION_IDLE`
:const:`ACTION_RUNNING`
:const:`ACTION_SUCCEEDED`
:const:`ACTION_FAILED`
:const:`ACTION_ABORTING`
'''
return self._state
#### Private Event Handlers ####
def _recv_msg_robot_completed_action(self, evt, *, msg):
result = msg.result
types = _clad_to_game_cozmo.ActionResult
self._result = ActionResults.find_by_id(result)
if self._result is None:
logger.error("ActionResults has no entry for result id %s", result)
if result == types.SUCCESS:
# dispatch to the specific type to extract result info
self._set_completed(msg)
elif result == types.RUNNING:
# XXX what does one do with this? it seems to occur after a cancel request!
logger.warning('Received "running" action notification for action=%s', self)
self._set_failed('running', 'Action was still running')
elif result == types.NOT_STARTED:
# not sure we'll see this?
self._set_failed('not_started', 'Action was not started')
elif result == types.TIMEOUT:
self._set_failed('timeout', 'Action timed out')
elif result == types.TRACKS_LOCKED:
self._set_failed('tracks_locked', 'Action failed due to tracks locked')
elif result == types.BAD_TAG:
# guessing this is bad
self._set_failed('bad_tag', 'Action failed due to bad tag')
logger.error("Received FAILURE_BAD_TAG for action %s", self)
elif result == types.CANCELLED_WHILE_RUNNING:
self._set_failed('cancelled', 'Action was cancelled while running')
elif result == types.INTERRUPTED:
self._set_failed('interrupted', 'Action was interrupted')
else:
# All other results should fall under either the abort or retry
# categories, determine the category by shifting the result
result_category = result >> _clad_to_game_cozmo.ARCBitShift.NUM_BITS
result_categories = _clad_to_game_cozmo.ActionResultCategory
if result_category == result_categories.ABORT:
self._set_failed('aborted', 'Action failed')
elif result_category == result_categories.RETRY:
self._set_failed('retry', 'Action failed but can be retried')
else:
# Shouldn't be able to get here
self._set_failed('unknown', 'Action failed with unknown reason')
logger.error('Received unknown action result status %s', msg)
#### Public Event Handlers ####
#### Commands ####
def abort(self, log_abort_messages=False):
'''Trigger the robot to abort the running action.
Args:
log_abort_messages (bool): True to log info on the action that
is aborted.
Raises:
ValueError if the action is not currently being executed.
'''
self.robot._action_dispatcher._abort_action(self, log_abort_messages)
async def wait_for_completed(self, timeout=None):
'''Waits for the action to complete.
Args:
timeout (int or None): Maximum time in seconds to wait for the event.
Pass None to wait indefinitely.
Returns:
The :class:`EvtActionCompleted` event instance
Raises:
:class:`asyncio.TimeoutError`
'''
if self.is_completed:
# Already complete
return self._completed_event
return await self.wait_for(EvtActionCompleted, timeout=timeout)
def on_completed(self, handler):
'''Triggers a handler when the action completes.
Args:
handler (callable): An event handler which accepts arguments
suited to the :class:`EvtActionCompleted` event.
See :meth:`cozmo.event.add_event_handler` for more information.
'''
return self.add_event_handler(EvtActionCompleted, handler)
class _ActionDispatcher(event.Dispatcher):
_next_action_id = _clad_to_game_cozmo.ActionConstants.FIRST_SDK_TAG
def __init__(self, robot, **kw):
super().__init__(**kw)
self.robot = robot
self._in_progress = {}
self._aborting = {}
def _get_next_action_id(self):
# Post increment _current_action_id (and loop within the SDK_TAG range)
next_action_id = self.__class__._next_action_id
if self.__class__._next_action_id == _clad_to_game_cozmo.ActionConstants.LAST_SDK_TAG:
self.__class__._next_action_id = _clad_to_game_cozmo.ActionConstants.FIRST_SDK_TAG
else:
self.__class__._next_action_id += 1
return next_action_id
@property
def aborting_actions(self):
'''generator: yields each action that is currently aborting
Returns:
A generator yielding :class:`cozmo.action.Action` instances
'''
for _, action in self._aborting.items():
yield action
@property
def has_in_progress_actions(self):
'''bool: True if any SDK-triggered actions are still in progress.'''
return len(self._in_progress) > 0
@property
def in_progress_actions(self):
'''generator: yields each action that is currently in progress
Returns:
A generator yielding :class:`cozmo.action.Action` instances
'''
for _, action in self._in_progress.items():
yield action
async def wait_for_all_actions_completed(self):
'''Waits until all actions are complete.
In this case, all actions include not just in_progress actions but also
include actions that we're aborting but haven't received a completed message
for yet.
'''
while True:
action = next(self.in_progress_actions, None)
if action is None:
action = next(self.aborting_actions, None)
if action:
await action.wait_for_completed()
else:
# all actions are now complete
return
def _send_single_action(self, action, in_parallel=False, num_retries=0):
action_id = self._get_next_action_id()
action.robot = self.robot
action._action_id = action_id
if self.has_in_progress_actions and not in_parallel:
# Note - it doesn't matter if previous action was started as in_parallel,
# starting any subsequent action with in_parallel==False will cancel
# any previous actions, so we throw an exception here and require that
# the client explicitly cancel or wait on earlier actions
action = list(self._in_progress.values())[0]
raise exceptions.RobotBusy('Robot is already performing %d action(s) %s' %
(len(self._in_progress), action))
if action.is_running:
raise ValueError('Action is already running')
if action.is_completed:
raise ValueError('Action already ran')
if in_parallel:
position = _clad_to_game_cozmo.QueueActionPosition.IN_PARALLEL
else:
position = _clad_to_game_cozmo.QueueActionPosition.NOW
qmsg = _clad_to_engine_iface.QueueSingleAction(
idTag=action_id, numRetries=num_retries,
position=position, action=_clad_to_engine_iface.RobotActionUnion())
action_msg = action._encode()
cls_name = action_msg.__class__.__name__
# For some reason, the RobotActionUnion type uses properties with a lowercase
# first character, instead of uppercase like all the other unions
cls_name = cls_name[0].lower() + cls_name[1:]
setattr(qmsg.action, cls_name, action_msg)
self.robot.conn.send_msg(qmsg)
self._in_progress[action_id] = action
action._start()
def _is_sdk_action_id(self, action_id):
return ((action_id >= _clad_to_game_cozmo.ActionConstants.FIRST_SDK_TAG)
and (action_id <= _clad_to_game_cozmo.ActionConstants.LAST_SDK_TAG))
def _is_engine_action_id(self, action_id):
return ((action_id >= _clad_to_game_cozmo.ActionConstants.FIRST_ENGINE_TAG)
and (action_id <= _clad_to_game_cozmo.ActionConstants.LAST_ENGINE_TAG))
def _is_game_action_id(self, action_id):
return ((action_id >= _clad_to_game_cozmo.ActionConstants.FIRST_GAME_TAG)
and (action_id <= _clad_to_game_cozmo.ActionConstants.LAST_GAME_TAG))
def _action_id_type(self, action_id):
if self._is_sdk_action_id(action_id):
return "sdk"
elif self._is_engine_action_id(action_id):
return "engine"
elif self._is_game_action_id(action_id):
return "game"
else:
return "unknown"
def _recv_msg_robot_completed_action(self, evt, *, msg):
action_id = msg.idTag
is_sdk_action = self._is_sdk_action_id(action_id)
action = self._in_progress.get(action_id)
was_aborted = False
if action is None:
action = self._aborting.get(action_id)
was_aborted = action is not None
if action is None:
if is_sdk_action:
logger.error('Received completed action message for unknown SDK action_id=%s', action_id)
return
else:
if not is_sdk_action:
action_id_type = self._action_id_type(action_id)
logger.error('Received completed action message for sdk-known %s action_id=%s (was_aborted=%s)',
action_id_type, action_id, was_aborted)
action._completed_event_pending = True
if was_aborted:
if action._enable_abort_logging:
logger.debug('Received completed action message for aborted action=%s', action)
del self._aborting[action_id]
else:
logger.debug('Received completed action message for in-progress action=%s', action)
del self._in_progress[action_id]
# XXX This should generate a real event, not a msg
# Should also dispatch to self so the parent can be notified.
action.dispatch_event(evt)
def _abort_action(self, action, log_abort_messages):
# Mark this in-progress action as aborting - it should get a "Cancelled"
# message back in the next engine tick, and can basically be considered
# cancelled from now.
action._set_aborting(log_abort_messages)
if action._completed_event_pending:
# The action was marked as still running but the ActionDispatcher
# has already received a completion message (and removed it from
# _in_progress) - the action is just waiting to receive a
# robot_completed_action message that is still being dispatched
# via asyncio.ensure_future
logger.debug('Not sending abort for action=%s to engine as it just completed', action)
else:
# move from in-progress to aborting dicts
self._aborting[action._action_id] = action
del self._in_progress[action._action_id]
msg = _clad_to_engine_iface.CancelActionByIdTag(idTag=action._action_id)
self.robot.conn.send_msg(msg)
def _abort_all_actions(self, log_abort_messages):
# Mark any in-progress actions as aborting - they should get a "Cancelled"
# message back in the next engine tick, and can basically be considered
# cancelled from now.
actions_to_abort = self._in_progress
self._in_progress = {}
for action_id, action in actions_to_abort.items():
action._set_aborting(log_abort_messages)
self._aborting[action_id] = action
logger.info('Sending abort request for all actions')
# RobotActionType.UNKNOWN is a wildcard that matches all actions when cancelling.
msg = _clad_to_engine_iface.CancelAction(actionType=_clad_to_engine_cozmo.RobotActionType.UNKNOWN)
self.robot.conn.send_msg(msg)